do you have some pointers, papers to the work of this guys? I am interested
in learning what is that about
Nick

http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey

On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski <
[email protected]> wrote:

>  Nick,
>
> I may look into the code but don't expect much this time.  You need to
> attach the code first, though ;-). Few academy guys wrote
> couple dissertations on rasterization and aliasing errors in shadow
> mapping. Unless you try to do some exotic stuff like variance or logarithmic
> map you will have to use polygon offset. I guess you will end up to
> cranking up PolygonOfset even more if current values fail at some distance.
> I don't really have other tricks in my sleeve.
>
> Wojtek
>
>
>  *From:* Trajce Nikolov <[email protected]>
> *Sent:* Friday, January 15, 2010 9:08 PM
> *To:* OpenSceneGraph Users <[email protected]>
> *Subject:* Re: [osg-users] light lobes and shadow maps
>
> That is exactly what I did. Please have a look at the updated code. The
> uniform is updated thru a callback and it multiplies the matrices, still
> there is a visual artifact.I dont have compute_near_far. The projection
> matrix is fixed with very small far plane (100 units, with the znear of
> 0.01).
>
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
> On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski <
> [email protected]> wrote:
>
>>  Hi,
>>
>> Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near
>> plane to very small value which may impact depth resolution. Other issue
>> maybe related to GLSL float precision. The trick with multiplying view
>> space coord by inverse view matrix to get world coord is performed on float
>> values inside GLSL.  Precision wise it would be better to multiply light
>> camera MVP matrix by main camera INVERSE VIEW on the CPU. Osg Matrices use
>>  doubles. Put the result of the multiplication on GLSL matrix Uniform and
>> use it to multiply gl_Vertex in the shader. Such approach multiplies
>> matrices with high precision and resulting matrix will be better suited to
>> be cast on single prec. GLSL matrix. The drawback of this solution is: you
>> need to update the uniform every frame, because main camera view changes
>> with each move.
>>
>> Wojtek
>>
>>
>>  *From:* Trajce Nikolov <[email protected]>
>> *Sent:* Friday, January 15, 2010 7:37 PM
>> *To:* OpenSceneGraph Users <[email protected]>
>>   *Subject:* Re: [osg-users] light lobes and shadow maps
>>
>> Hi Wojtek,
>>
>> now I spent more time exploring this, the polyoffset seam to work, but
>> there is still a bit of shimmering. Its interesting, I put the light source
>> in move, when it moves backwards, the obstacles are lighten ok, but forward,
>> when the light comes close to the obstacles, the lighting is incorrect with
>> shimmering . Any clue how to resolve this artifact ?
>>
>> Nick
>>
>> http://www.linkedin.com/in/tnick
>>
>>
>> On Fri, Jan 15, 2010 at 4:48 PM, Trajce Nikolov <[email protected]
>> > wrote:
>>
>>> ok .. make sense. Here is updated code, if some one wants to benefit
>>> from. LightLobes with handling of obstacles :). Thanks to Wojiech, Robert
>>> and the online community
>>>
>>> Nick
>>>
>>> http://www.linkedin.com/in/tnick
>>> Sent from Devlet, Ankara, Turkey
>>>
>>>   On Fri, Jan 15, 2010 at 3:53 PM, Wojciech Lewandowski <
>>> [email protected]> wrote:
>>>
>>>>  0.0 <= shadow2DProj( shadow_texture, projShadow ).r  <= 1.0
>>>>
>>>> Shimering is a result of self shadowing. Boosting  depths in shadow map
>>>> with glPolygonOffset usuallly fixes this. There are many schools for
>>>> PolygonOffset settings. I usually set glPolygonOffset( 1.1, 4.0 ) and draw
>>>> objects with front face culling (see StandardShadowMap::ViewData::init(0 
>>>> for
>>>> details ).  But for this setup models need to work correctly with backface
>>>> culling on. If you do not enforce backface culling PolygonOffset may need
>>>> different initialization.
>>>>
>>>> Wojtek
>>>>
>>>> ----- Original Message -----
>>>>
>>>>  *From:* Trajce Nikolov <[email protected]>
>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>   *Sent:* Friday, January 15, 2010 2:46 PM
>>>> *Subject:* Re: [osg-users] light lobes and shadow maps
>>>>
>>>> one more question. What are the possible values for shadow2DProj(
>>>> shadow_texture, projShadow ).r ? I am trying to put the light attenuation
>>>> back ..... and to avoid the shimmering
>>>> Nick
>>>>
>>>> http://www.linkedin.com/in/tnick
>>>> Sent from Devlet, Ankara, Turkey
>>>>
>>>> On Fri, Jan 15, 2010 at 3:35 PM, Trajce Nikolov <
>>>> [email protected]> wrote:
>>>>
>>>>> Hey Wojtek !!!! Thanks a lot. !! I will tune it to fix the shimmering
>>>>>
>>>>>
>>>>> Nick
>>>>>
>>>>> http://www.linkedin.com/in/tnick
>>>>>
>>>>>
>>>>>   On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski <
>>>>> [email protected]> wrote:
>>>>>
>>>>>>  Trajce,
>>>>>>
>>>>>> Attached is a fixed source code. There is a lots of shadow shimmering
>>>>>> on my GF8800. You will have to add some depth bias while rendering shadow
>>>>>> map. Selection proper PolygonOffset values is usually a matter of trial 
>>>>>> and
>>>>>> error so leave this for you.
>>>>>>
>>>>>> Wojtek
>>>>>>
>>>>>> ----- Original Message -----
>>>>>>
>>>>>> *From:* Trajce Nikolov <[email protected]>
>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>> *Sent:* Friday, January 15, 2010 9:58 AM
>>>>>> *Subject:* Re: [osg-users] light lobes and shadow maps
>>>>>>
>>>>>> ABout the code. I use shader to simulate lght lobes thru phong
>>>>>> lighting in the shader. Then I use shadow maps to detect the area behind 
>>>>>> the
>>>>>> obstacles that need not to be lighten. Most is mixture of shadow maps
>>>>>> technique with lighting scheme. Code snippets borrowed from all around
>>>>>>
>>>>>> Nick
>>>>>>
>>>>>> http://www.linkedin.com/in/tnick
>>>>>> Sent from Devlet, Ankara, Turkey
>>>>>>
>>>>>> On Fri, Jan 15, 2010 at 10:54 AM, Trajce Nikolov <
>>>>>> [email protected]> wrote:
>>>>>>
>>>>>>> Hi Guys,
>>>>>>>
>>>>>>> here is the code.
>>>>>>>
>>>>>>> Nick
>>>>>>>
>>>>>>> http://www.linkedin.com/in/tnick
>>>>>>> Sent from Devlet, Ankara, Turkey
>>>>>>>
>>>>>>> On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski <
>>>>>>> [email protected]> wrote:
>>>>>>>
>>>>>>>>  Hi Nick,
>>>>>>>>
>>>>>>>> Post the troublesome code and elaborate a bit more about the
>>>>>>>> problem. If its really a minute or two I am sure someone will be able 
>>>>>>>> to
>>>>>>>> help.
>>>>>>>>
>>>>>>>> Wojtek Lewandowski
>>>>>>>>
>>>>>>>>  *From:* Trajce Nikolov <[email protected]>
>>>>>>>> *Sent:* Thursday, January 14, 2010 8:58 PM
>>>>>>>> *To:* OpenSceneGraph Users <[email protected]>
>>>>>>>> *Subject:* [osg-users] light lobes and shadow maps
>>>>>>>>
>>>>>>>> Hi community,
>>>>>>>>
>>>>>>>> I have some shader that does some lighting in the scene. Now
>>>>>>>> studying osgShadow and the techniques. I want to a shadow map 
>>>>>>>> technique to
>>>>>>>> disable the lightening of the scene behind obstacles. I have some code 
>>>>>>>> done,
>>>>>>>> but not working. I need some help, someone experienced with GLSL to 
>>>>>>>> spend a
>>>>>>>> minute or to to have a look and if possible to spot the problem. 
>>>>>>>> Anyone?
>>>>>>>>
>>>>>>>> Thanks a lot
>>>>>>>>
>>>>>>>> Nick
>>>>>>>>
>>>>>>>> http://www.linkedin.com/in/tnick
>>>>>>>> Sent from Izmit, 41, Turkey
>>>>>>>>
>>>>>>>> ------------------------------
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